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Archeopterix
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the Awesome 3D Modelling Questions Answer and Advice Thread!
« on: Jan 04, 2006, 06:10 pm »
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Hey there everyone!  Aloha Emma said I could post this here, I thought that those of us that are learning* 3DS Max could all pool our knowledge here, if someone has a question on something, someone else could answer it....


*(face it we're all learning, its such a big program that its impossible to know everything!)

So if people want to participate, that would be great!

I've been using Max a few months now, I have poly modelling pretty much down, and can do good UV Mapping, so I can help others with that area if they like. I'm currently learning bones and physique, so that's where I'm plugging through at the moment.

When it comes to texturing, one needs to know a graphics program oo, so its ok if there is overlap to other programs link Photoshop (or PSP or GIMP), and even over to Zbrush, and of course the TESCS. Whichever programs are relvant to the project at hand, but it doesn't have to be a mod.  In fact the polymodeller doesn't have to be Max, it could be Maya or Milkshape or anything, although the keys differ from program to program, polymodelling is the same principle so if you want to discuss with whatever program you like, its fine. (I just changed the title to say 3D modelling instead of 3DS Max hehe) BigGrin

We could also use this thread to share what we've done, maybe someone will find something in anothers work that they don't know how to do, and won't feel shy about asking. grin

Please keep critisism constructive, so if you see someone elses work that you think bears imporvement, please keep it to what you think will improve it, rather than putting it down. Remember we're all learning here and if the mood turns intimidating, people will be less willing to share.

So without further adieu... welcome one and all!
« Last Edit: Jan 04, 2006, 06:17 pm by Archeopterix » Report to moderator   Logged

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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #1 on: Jan 05, 2006, 03:04 am »
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Archie I will make use of this thread! I got tons of questions I encounter everytime I start the program. It will be great to have some guidance. wink

director help
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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #2 on: Jan 05, 2006, 03:33 am »
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While 3D modelling's not really my bag, baby (scripting is), I really appreciate the value of a good nif to use in a mod... so many times, going off on a tangent, wanting that sword that looks like a herring...

Anyway, it's great we have a place here to look for 3D stuff. Even though I haven't gotten into it yet (scared of learning curve and already busy enough with normal modding), while my desktop was down I found this wonderful link:

NifTools: http://niftools.sourceforge.net/

They make a plugin for Blender, a free 3D moddellamagig. and Maya which I think requires your human dollars. Seems nice from the sounds of it but as I said,.. no time! It's on my List Of Things To Look At When I Have Infinite Free Time, maybe someone else will benefit from these links in the meantime though =)

-Neko
« Last Edit: Jan 05, 2006, 03:35 am by Neko » Report to moderator   Logged
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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #3 on: Jan 10, 2006, 01:14 am »
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I'm not a modeller, but I take it this Oblivion-article should be interesting: http://www.beyond3d.com/interviews/oblivion/

I got an e-mail that said this meant 3DMax was out and only Havok would work. Is that correct?? If so, what does it mean for modders??  icon_scratch
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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #4 on: Jan 10, 2006, 03:22 am »
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Archie I will make use of this thread!

So will I! But I am afraid I will probably be only asking questions and not giving answers. Embarrassed
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« Reply #5 on: Jan 10, 2006, 04:28 am »
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I got an e-mail that said this meant 3DMax was out and only Havok would work. Is that correct?? If so, what does it mean for modders??  icon_scratch

Hello,

No reason to be alarmed. Havoc is middleware not a 3d modelling program. According to a number of sources, Max 5.1 was used for Oblivion.

Best regards,
RX31
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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #6 on: Jan 11, 2006, 03:54 pm »
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Aw it figure, I think Autodesk doens't want me making tutorials... I had a couple pages written up and Max crashed and I got the Autodesk error report thingy and patch updater and it used this page so I lost my post. Lets see if I can regain my train of thought here....

Ok this will be for simple box polymodelling. Since I have Max I'll be showing the Max User Interface but this type of modelling is so simple you can use it in just about any modelling program, its just that the commands may be a bit different.

First of all thanks to Maverique and Noji and Skuggen who got me started in Max.

This project is a griffin, I'm not going to tell anyone what to make or how-to-make-a-griffin, but I will use it as an example as I explain basic modelling principles, so people can make whatever they want. I'm going to continue writing here by editing the post so I don't lose a big black like before.

« Last Edit: Jan 11, 2006, 04:29 pm by Archeopterix » Report to moderator   Logged

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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #7 on: Jan 11, 2006, 04:30 pm »
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Haha just my luck the forum went down (hope everythings alright) but I managed to retrieve the stuff with the
back button this time, talk about Murpheys Law! :hehe:

Ugh the forum is squashing the screenies, please stand by till that is resolved.  dontknow

So.... without further adieu....

The Max User Interface, getting to know it and general terms (terms will be underlined):

 

1) The Create Arrow, is what you click to get you list of Primitive Objects.
   For box polymodelling, we use a box. wink

2) Select Box from the list in the Crate Menu. Some modelling programs like Maya
   will pop it in there for you

3) Right-click (with the mouse) the box you've just made and pull down the menu to Convert to>
   and select Editable Poly. ([b]Editable poly[/u] gives you 4-sided polygons. Some of you know that
   games use 3-sidd, we will get to that last. The less polys, the easier it is to UV Map later. We will
   convert to 3-sided polygons last)
« Last Edit: Jan 11, 2006, 05:41 pm by Tim » Report to moderator   Logged

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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #8 on: Jan 12, 2006, 03:43 pm »
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Woot got the squished image thing reseolved, thanks ThreadWhisperererererererer! Doh! Now this ones squished.  dontknow

If I'm not clear or there's any questions go ahead and ask, that's what this is for. grin

Ok, User Interface (UI) Continued:



This is where we get ready to actually model:

4) Once you've right-clicked and converted to Editable Poly the Side menu changes automaticly for you. The Modify panel comes up (it looks like a blue macaroni) this is where you do just about all your mesh editing.

5) This is the Modifier list. It is just like the History Pallete in Photoshop. The Pull-down menu has just about everything you can do to a mesh in there. As you can see we are currently in Editable Poly mode, cause its in that list (the only thing cause that's all we've done so far) and its highlighed in yellow, which means that is our current action.

6) The Selection box This is where all the action happens. There's lots of places in the UI where this is repeated time and time again. Quick run through and hotkeys:

3 red dots: Vertex mode. Hotkey 1
Vertices are ther point where corners of polygons meet. So if you want to move something by the corners, use that.

Triangle thing: Edge Mode. Hotkey 2
The line edges where polygons meet. So if you want to manipulate the edge of something, use that. I find in max this mode is a little funny, but I used it a lot in Maya.

Red Outlined Bean Thing: Border Mode. Hotkey 3
This apparently gets the borders of an object that has a hole in the mesh. I've never ever used it. Meshes shoudn't have holes in them. (I suppose interior pieces like dungeon sections might but I've mostly modelled creatures.)

Red Square: Polygon Mode. Hotkey 4
This and vertex mode are the most common ones that I use in Max. This is what you need for extrusions, bevels, Slicing planes, and smoothing normal groups. Notice that the Red square is highlighted in yellow, and that one polygon is selected in the cube in the scene.

Red Cube: Element Mode. Hotkey 5
This is another one I never use, mostly cause I pretty much always make things in a single mesh. Should prolly mess around with it sometime.  Embarrassed


« Last Edit: Jan 12, 2006, 03:59 pm by Archeopterix » Report to moderator   Logged

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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #9 on: Jan 20, 2006, 02:21 am »
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Archie what is the difference between editable polygon and edit mesh? I always use edit mesh/vertex to model but does that make it more complicated or such?

Please go on. I find this really fascinating so far. I've already learned a few basic things that I had no idea about before. grin
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« Reply #10 on: Jan 20, 2006, 02:36 am »
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I must say that I find this most interesting, too. grin

I actually have access to 3DMax, but haven't tried it out so far, as most tutorials i have seen have looked rather complicated. Your screenshots makes it easier to understand grin
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« Reply #11 on: Jan 21, 2006, 03:12 pm »
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Ok sorry I've been lax on the tuts I went through a really bad bout of pain, and the pain is about as disruptive to concentration as a 2 year old that's constantly screaming. I just have to drug myself to oblivion and wait it out. 10 days of hell but now I'm back. BigGrin

Now I'm trained in Maya (which always uses Poly modelling, so I don't know everything in Max yet, but Editable Mesh and Editable Patch double the poly count because they are tri-poly based. Edible Patch will show you the edges of the tri-polys whereas Editable Mesh will show you quad polys while doubling the poly count.

To see the poly count on a selected object (make sure you are not in sub-object mode) hit hotkey = 7



You can always change to tri polys at the end, but going from tris to quads is difficult for Max and will leave some as tris which may cause problems later in the game, so its (in my opinion) best to poly model.

Remember you probably want to keep your polycount to an absolute minimum for UV mapping. You can always add more geometry after the texture is applied. So I model the basic model, map it, then add more detail where needed.

When we get to sub object mode it'll become more apparent, I'll start that now but I'm going out tonight with a frind so I don't kow how much I'll get done. This will take a while to construct cause I need to make a table thing.

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« Reply #12 on: Jan 21, 2006, 04:07 pm »
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Intro to sub objects!

These are the thingys you manipulate when you model!!!!!!



Those are the 3 I use.

Next picture on its way!

(Note to any nitpickers: yes, I drew on the verts and edge to make it bigger and more visable. Deal.) BigGrin
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« Reply #13 on: Jan 22, 2006, 01:08 am »
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Ok sorry I've been lax on the tuts I went through a really bad bout of pain, and the pain is about as disruptive to concentration as a 2 year old that's constantly screaming. I just have to drug myself to oblivion and wait it out. 10 days of hell but now I'm back. BigGrin
Aw well there's no rush hun. Just glad you're back. grin

Quote
Now I'm trained in Maya (which always uses Poly modelling, so I don't know everything in Max yet, but Editable Mesh and Editable Patch double the poly count because they are tri-poly based. Edible Patch will show you the edges of the tri-polys whereas Editable Mesh will show you quad polys while doubling the poly count.
AHA! Now there's a serious reason to not use that any longer. I didn't know that. Though I usually get rid os some of the polygons so that the player can see through the mesh from one side in the editor so to speak.

Quote
To see the poly count on a selected object (make sure you are not in sub-object mode) hit hotkey = 7
LOL and that I didn't know either! Always had to go through the menu. Hotkeys are so handy.  notworthy

Quote
Remember you probably want to keep your polycount to an absolute minimum for UV mapping. You can always add more geometry after the texture is applied. So I model the basic model, map it, then add more detail where needed.

When we get to sub object mode it'll become more apparent, I'll start that now but I'm going out tonight with a frind so I don't kow how much I'll get done. This will take a while to construct cause I need to make a table thing.


LOL no rush, I hope you had/have fun going out!
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« Reply #14 on: Jan 23, 2006, 07:25 am »
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Would you mind if I asked you some very basic questions? What exactly is a polygon? I know meshes exist out of polygons, but what are they? And what is the difference between a 3-sided and 4-sided polygons, apart from the obvious fact that one has more sides than the other? And, finally, if I where to take one 3-sided polygon or one 4-sided polygon, what would it look like?

Sorry about this, but I really don't know anything about modeling. I can play around with objects in Max, but that doesn't mean I actually know what I am doing. Embarrassed
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Re: the Awesome 3D Modelling Questions Answer and Advice Thread!
« Reply #15 on: Jan 28, 2006, 06:35 am »
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Hello Arhchie Aloha Remember me from the IRC chat? (by the way what ever happen to it, is it not working for everybody or just me ?) BigGrin Hello everybodyelse aswell (my first post here) Aloha evil5

Anyways I thought I would post here just to kinda clarify what Archie posted about tris and polyons in mesh verse poly mode. In editable mesh, when you right click or use the polycounter under utilities to find the poly count it is counting the "tris" not polygons so it isnt actually doubling your polycount its just basicly spliting your four sided polygons in half and counting them kinda like [\] <<< that, each side is one tri. In editable poly mode they count "polygons" kinda like [ ] <<< that. So essentially you have the same polycount wether your in poly or mesh mode the two just count diferrent umm things???? I hope that kinda helps and doesnt make things more difficult. wink

By the way, good start on the tutorial Archie.  icon_thumleft
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« Reply #16 on: Jan 28, 2006, 09:01 am »
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hello, I am new to this boards, but emma posted a link to this in the official forums.

I am in need in some help for building an interior, do one of you know anything about that?

thx in advance grin

~urak
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« Reply #17 on: Jan 28, 2006, 11:16 am »
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 Aloha 
Just spamming in order to say hi and welcome, Lost and Urak  Aloha

Urak, you are refering to building models for an interior, aren't you?  wink
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« Reply #18 on: Jan 28, 2006, 12:31 pm »
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the thing I wanted to know is how to model an interior (like bethesda's in_nord_..... or in_common_....)

~urak
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« Reply #19 on: Jan 29, 2006, 07:08 am »
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Urak: What exactly about modeling an interior do you want to know? Just saying you want to make one like Bethesda doesnt really help, if you wanna learn how to model in general this thread seems to be a good place to start, or maybe try searching for Blender if you dont have 3dsmax its free and has an NIF exporter.
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« Reply #20 on: Jan 29, 2006, 07:47 am »
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I understand I sound vaugh, but I dont know how to say it otherway.
I do understand basics of max (indeed, I do have acces to it :p)

the thing I wanted to know is how to build an interior model(as above). if you look to the bethesda interiors, the walls are solid from the inside, but not from the inside. ~

that's what I want to know

~urak
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« Reply #21 on: Jan 29, 2006, 08:58 am »
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the thing I wanted to know is how to build an interior model(as above). if you look to the bethesda interiors, the walls are solid from the inside, but not from the inside.

Do you mean solid on the inside, but not the outside?

Are you talking about being able to clip thru the mesh, or are you talking about the outside of the Beth interiors not having a texture?

-Slayer  Angry
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« Reply #22 on: Jan 29, 2006, 12:20 pm »
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the clip thru part, and the solid from the inside, both:)

~urak
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« Reply #23 on: Jan 29, 2006, 03:58 pm »
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I think you just need to create a plane, then shape it how you want it for the interior piece, and texture it.

-Slayer Angry
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« Reply #24 on: Jan 30, 2006, 07:16 am »
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I too am trying to learn about modeling and 3ds max (I've got max7).  Right now I'm working with three different reference books (one is for Max 3, but the exercises work well in 7, for the most part.)  I haven't tried modeling anything much on my own, but I have some ideas.  Mostly I'd like to try converting some meshes I've found on the Internet to .nifs (in Blender, another program I'll have to learn about).

The problem with 'Internet' meshes (no matter the format, OBJ, 3DS, or MAX) is they are just meshes.  When I look at them in NifTexture there are no textures attached that can be modified.  So I need to find out how to attach textures (even blank ones) so I can change them later to something pretty that will show up in-game.

I'll be watching this thread with great anticipation until you get to that part of the modeling process.  Thanks for starting this thread and please keep it going. 
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« Reply #25 on: Jan 30, 2006, 08:00 am »
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I can help you with attaching textures in MAX.

when you opened an internet mesh in MAX, select the parts you want to texture. The go to the Material Editor (press 'm', or go to Rendering->Material Editor) and select a texture you want to apply. and voila grin

~urak
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« Reply #26 on: Jan 30, 2006, 11:06 am »
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So, all I need to do is apply a material? 

I know there are many modifiers in the material editor, so....

If I understand correctly, I can apply a material that's completely smooth and gray, or one that has 'bumps and lumps'.  Then I can go into Photoshop (for example) and create a nice picture, gradient or effect and apply that to the mesh via NifTexture?  (I know about the multiple of 2 pixels constraint)

And I think there is a way to use more than one material on a mesh, right?  Or I can split the mesh into component parts?  Is that the purpose of UV Unwrap?  To help me determine where I might want to paint different items in the texture (2D painting)?  Or where I might want to split the mesh?

I'm using 'texture' to mean the colorful 2D effects you seen in-game (dds and tga files) and 'material' to mean the underlying texture (bump map?), for lack of a better term, like graininess, bumps, hairs, that give a 3D effect.  (I think it helps to define terms in this case, but not sure if I'm applying the terms correctly).  If that's true, then I'm halfway home.  In a pinch I could just use the same material for all the objects and then apply 'paint'.  Not an elegant solution, but it would work temporarily.  So far, all I've done is change the color of existing textures (dds and tga files), but I want to do more!!

The other thing I will have to work out is the scaling factor.  I'm sure the OBJ and other meshes aren't set up on the same scaling coordinates that MW uses.  I think if I pull a few models into Max, I can get an idea of the scale and then I can go from there.

Thanks for replying and hope you can answer my other questions (Lord, I'm just full of them...and one answer seems to begat 2 more questons)
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« Reply #27 on: Jan 30, 2006, 03:07 pm »
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Max 7 can't export to .nif format, you would need Max 3,4, or 5 for that.

-Slayer Angry
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« Reply #28 on: Jan 30, 2006, 06:45 pm »
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I knew that, so I would have to save as a .3ds file, import into Blender and then save as a .nif.  I considered addressing the whole mapping/texturing issue from the Blender side, except the interface is very hard to read for these old eyes and is non-standard as well.

I think I'm back to the issue of after I assign a material via the material editor in Max, what next?  Would I do a UV unwrap and save as a .jpg, and then paint it in Photoshop?   If NifTexture doesn't see any textures, how can I replace them with my own?

I'll keep plugging away at the books, but some guidance would be most appreciated.

help please and thank you

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« Reply #29 on: Jan 30, 2006, 08:24 pm »
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Actually, you should UVMap the mesh first, then create your texture, and assign the material.

-Slayer Angry
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« Reply #30 on: Jan 31, 2006, 02:30 am »
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I think I'm back to the issue of after I assign a material via the material editor in Max, what next?  Would I do a UV unwrap and save as a .jpg, and then paint it in Photoshop?   If NifTexture doesn't see any textures, how can I replace them with my own?

I am by no means an expert, so I could be doing it wrong, or the hard way, but this is how I assign a texture to a mesh. I am using Max 4, so some of the options I am referring to could have different names or be in different places. grin

First of all: make a texture in Photoshop. In principle it doesn't really matter what kind of texture, but there are some things to consider: firstly, as far as I know, the Morrowind engine can only handle .tga, .dds and .bmp and secondly, personally, I find it easier to first make my texture look the way I want it to look and then use a UVW map to wrap it around the mesh properly.

Secondly: open the material editor. I am, most of the time, using the Blinn shader. Go down the list to maps, click on it, tag the box in front of diffuse colour, click on the button that reads none after diffuse colour, choose bitmap, find your texture and hit enter. Now, apply your texture to whatever part of the mesh you would like to apply it to and render it. Does it look good? If it does, leave it that way. If it doesn't, add an UVW map and fiddle around with the settings to make it look the way you want it to look.
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« Reply #31 on: Jan 31, 2006, 06:00 am »
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Thanks to both of you, Imrhien and Redguard_Slayer,

After talking to another modder last night, I realized I was confusing UV Mapping with UV Unwrapping.  I believe it works something like this:

UV Map applies the texture to the mesh, using the Material Editor or maybe a separate UV Map command.  This is good for things like rocks, roads, plates, etc where a lot of detail isn't required, or where the same texture can be used for the entire object.

UV Unwrapping can be used to create a .jpg, which can then be used as a guide for more detailed texture and to better define the placement of details in your texture.  This would be good for things like faces, clothing, or any item where you want a lot of detail, or where the detail needs to be in a very precise location on the mesh.  The item still needs to have a base UV Map or material applied.

Once the UV Map is applied, I could assign a different texture to the mesh vis NifTexture.

This may be over-simplified, and I haven't tested it yet, but I think I'm finally understanding the process.  Please let me know if I've gone majorly astray.  I'm still trying to wrap my brain around these concepts.

Thanks again for both of your comments.
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« Reply #32 on: Jan 31, 2006, 09:18 am »
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UV Unwrapping can be used to create a .jpg, which can then be used as a guide for more detailed texture and to better define the placement of details in your texture.  This would be good for things like faces, clothing, or any item where you want a lot of detail, or where the detail needs to be in a very precise location on the mesh.  The item still needs to have a base UV Map or material applied.

This would be the method I use most often, the Unwrap UVW modifier.

-Slayer Angry
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« Reply #33 on: Mar 02, 2006, 02:14 pm »
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What exactly is a polygon? I know meshes exist out of polygons, but what are they? And what is the difference between a 3-sided and 4-sided polygons, apart from the obvious fact that one has more sides than the other? And, finally, if I where to take one 3-sided polygon or one 4-sided polygon, what would it look like?

A "polygon" really is just a many-sided-shape.  A square is a polygon, as is a Triangle.  The least # of sides a polygon can have is 3.  Thus, if you take a cube (which has 6 faces) it should have either 6 four-sided polygons, or 12 three-sided polygons.  If you want to make a cube into a crude ball, you double the number of 3 sided polys, thus having 24 polys in total, and extrude the centre vertices of each face.  More about extruding and vertices later tho...

Hope that answered your questions Imrhien  Dwarf
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« Reply #34 on: Mar 02, 2006, 08:08 pm »
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A more specific question on 3DSmax4.
When scaling the vertexes in “unwrap UVW” the program scales in steps that seem to be a percentage of the selected mesh size. On a big map like this, tiled 6x9, the steps are too large to fit the map to the texture correctly. How do I change the step size? help

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« Reply #35 on: Mar 02, 2006, 10:58 pm »
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Well, i see this nice thread and i hope it could be an better help for my question as in my other thread in the FAQ-section.

OK, to my question:

I have an candelaber

and i have make the candlelightfire with an sphere gizmo


and i use the blur fire effect
.

Then export to nif. But in the TESCS i see nothing from the candlelightfire.

Well, i'm an Newbie with max. Eventually i have forgotten some things or it gives an better way. But some tips are nice.
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« Reply #36 on: Mar 03, 2006, 02:06 am »
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Thank you Kaffeend. Kiss

Hmm, let me see.

A "polygon" really is just a many-sided-shape.  A square is a polygon, as is a Triangle.  The least # of sides a polygon can have is 3.  Thus, if you take a cube (which has 6 faces) it should have either 6 four-sided polygons, or 12 three-sided polygons.

This bit, I get. 

If you want to make a cube into a crude ball, you double the number of 3 sided polys, thus having 24 polys in total, and extrude the centre vertices of each face.  More about extruding and vertices later tho...

And this bit, I don't Embarrassed. But I'll just wait untill you've found the time to tell me about extruding and vertices.  grin

Oops, almost forgot: coffee2

BigGrin
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« Reply #37 on: Mar 03, 2006, 03:32 am »
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Well, i see this nice thread and i hope it could be an better help for my question as in my other thread in the FAQ-section.

OK, to my question:

I have an candelaber http://img103.imageshack.us/img103/3779/candel1nt.jpg and i have make the candlelightfire with an sphere gizmo http://img111.imageshack.us/img111/9958/atmo3dv.jpg http://img111.imageshack.us/img111/6866/sphere8sg.jpg and i use the blur fire effect http://img111.imageshack.us/img111/9435/envirment7fs.jpg.

Then export to nif. But in the TESCS i see nothing from the candlelightfire.

Well, i'm an Newbie with max. Eventually i have forgotten some things or it gives an better way. But some tips are nice.

I don't know but I can give it a guess. grin
Not that many 3DS features are supported by MV and a few that are (should be) supported are bugged. Most effects in MV are particle emitters and a few other are made with animated textures. Fire, flames, smoke and steam are, AFAIK, made with particle emitters.
A place to start on particle FX is Amael's tut.
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« Reply #38 on: Mar 03, 2006, 04:01 am »
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Thank you, Oom Fooyat. Than i must tested it out with particel effects or all my hope setting of oblivion. Eventually this other effects works better in Oblivion.
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« Reply #39 on: Mar 03, 2006, 05:26 am »
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Thank you Kaffeend. Kiss

Ooh, a kiss - you're more than welcome Imrhien BigGrin



Quote

I'll just wait untill you've found the time to tell me about extruding and vertices.  grin

Oops, almost forgot: coffee2

And a coffee - wow, I'm loving this  BigGrin

Now, please forgive my simplicity here, but to my knowledge, there are three things you need to make a polygon. A Vertex, an Edge and a Face.  Vertices are just points that join edges together, and when you have enough edges (at least 3) linked together by vertices, you have a 3-sided (or more) polygon. The area within the boundary created by your edges/vertices is a face.  Cool, eh?

So if you wanted to make a triangle, you would need 3 vertices (points), 3 edges and 1 face.
Going back to our example of a cube, it would have 8 vertices, 12 edges and 6 faces.  You could then place a vertex at the centre of each face and join them together with edges, you can then extrude those centre vertices. Think of extrusion as simply pulling - take one face of the cube, and if you extrude (pull) the centre vertex outward, you'll end up with a pyramid.  Do that to each face of the cube and you'll have a shape that looks more like a crude ball, than a cube.  Hope this has helped. BigGrin
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« Reply #40 on: Mar 03, 2006, 08:23 am »
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Thank you Kaffeend. Kiss

Ooh, a kiss - you're more than welcome Imrhien BigGrin


And it looks like you've earned another one. BigGrin

Thank you. Kiss
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« Reply #41 on: Mar 03, 2006, 06:13 pm »
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And it looks like you've earned another one. BigGrin

Thank you. Kiss

 Embarrassed  Awww... You're welcome.

 Dwarf
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« Reply #42 on: Mar 04, 2006, 06:50 am »
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I'm trying to decorate a sphere in Blender, I ran UV unwrap so I could make the skin in Gimp. But how do I reapply the unwrapped skin? Everything I've tried isn't working, the skin is not covering the whole mesh. I hope this makes sense. All the tutorials I've found are very vague on the subject. Who do I have to pay off to get the great secret of using UV unwrap?
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